FROZEN: OLAF'S QUEST (DS)
Even amidst a climate of mediocrity that has come to associate itself with 21st Century Disney gaming licences, Frozen: Olaf’s Quest is a dismally poor effort. Whilst apologists will claim that any distraction that has a marketable figure or licence attached will make do for kids, it doesn’t excuse the fact that Olaf’s Quest is a horribly mercenary venture, with zero thought having gone into utilising the film’s properties, and gameplay that offers little quality and less endeavour.
Curiously for a company known for its liberal budgets and high production standards, Disney’s tie-in for their uber-popular CGI hit Frozen ended up releasing solely for 3DS and DS. Whilst in some instances an appearance on an ageing system can act as a timely reminder of its capabilities, Olaf’s Quest’s surprise appearance on the nine year-old handheld was likely an altogether more calculated decision. Frozen represents the gaming equivalent of a straight-to-video movie; neatly side-stepping any mainstream press coverage, bypassing the reviewers, and releasing to a substantial casual and younger gamer market, who may place stronger credence in brand recognition than critical acclaim.
Playing as sidekick snowman and part-time narcotics enthusiast Olaf, the game doesn’t so much follow the film as make a very rough visual interpretation of his dreams and aspirations… and then translates them into a highly basic, remarkably uninteresting 2D platformer. The first fifteen or so levels are pretty dreadful, featuring almost no discernible gameplay at all, unless you have a specific penchant for mopping up icons and walking unhindered to an exit. There are no pitfalls to negotiate, hardly any AI at any point during the whole game, and rarely more than one or two traps/obstacles of any kind in any given level. Indeed, it’s hard to think of a game that offers less ambition in design. It’s as if the developer was given a half-decent level editor, and told to thrash out a bunch of templates in an afternoon, they really are that throwaway. Despite an alarming lack of basic environmental elements, Frozen still struggles to run at a smooth pace.
Sixty stages may sound a lot, but many can be cleared in a matter of seconds, and the whole game’s over in under two hours. It isn’t until around the halfway stage that it even begins to resemble a proper platforming experience. From here, things are marginally more bearable. Olaf gains the ability to throw his head as a means of scooping up hard-to-reach icons, and he can also roll down slippery paths, prompting the gamer to time jumps as he can knock through large blocks of ice. Still very basic, still no excitement, but at last some signs of structure.
Boss encounters, such as they are, see Olaf being pursued (liberal use of the word) through screen-scrolling chases. These offer at least a semblance of interest in presenting the need to stay in front of your pursuer, anticipating jumps and obstacles. Or at least they would, except 1st Playable decided to forgo some basic design principals, and so whenever you “die” through a pitfall, things end in a “Stage Complete” scenario anyway. Not especially reassuring, when even the game itself doesn’t seem interested whether you’re doing things right or not.
The presentation is disappointing by Disney standards. It makes almost no effort to convey even the most basic essence of its source material. If you removed Olaf, it would be no more a Frozen game than anything else on the market. It’s quite unlike a Disney product to look so cheap, and so vague in its styling. There’s no appearance from any of the other main protagonists from the film, no story and ultimately, no sense that the levels are anything more than archetypes representing the very most generic of winter and summer settings. you’ll pick up snowflakes in the former, milkshakes in the latter, but the ever-present, humdrum unadventurous platforming make it feel all a bit too cut ‘n’ paste. There’s the odd nice little effect in the summer levels, but Olaf himself is blocky and some of the shambling bosses who lurch in pursuit are embarrassing.
Boss encounters, such as they are, see Olaf being pursued (liberal use of the word) through screen-scrolling chases. These offer at least a semblance of interest in presenting the need to stay in front of your pursuer, anticipating jumps and obstacles. Or at least they would, except 1st Playable decided to forgo some basic design principals, and so whenever you “die” through a pitfall, things end in a “Stage Complete” scenario anyway. Not especially reassuring, when even the game itself doesn’t seem interested whether you’re doing things right or not.
The presentation is disappointing by Disney standards. It makes almost no effort to convey even the most basic essence of its source material. If you removed Olaf, it would be no more a Frozen game than anything else on the market. It’s quite unlike a Disney product to look so cheap, and so vague in its styling. There’s no appearance from any of the other main protagonists from the film, no story and ultimately, no sense that the levels are anything more than archetypes representing the very most generic of winter and summer settings. you’ll pick up snowflakes in the former, milkshakes in the latter, but the ever-present, humdrum unadventurous platforming make it feel all a bit too cut ‘n’ paste. There’s the odd nice little effect in the summer levels, but Olaf himself is blocky and some of the shambling bosses who lurch in pursuit are embarrassing.
The paucity of genuine content stretches to the sound, which like the level layouts, offers as little as it can reasonably get away with. Whilst the music fluctuates between insipid and just-about-acceptable, Olaf’s dialogue is ridiculously limited and repetitive. Hearing him proclaim “hands down, this is the best day of my life!” every single time you finish a level, comes to sound almost sarcastic over time. Or maybe that’s just me.
And what of the replay value? Well, if you can stand to return, each level awards a star upon completion, an additional one for collecting every item in a stage, and another for finding all three flowers. It’s something to do at least, although the “rewards” that result from this are once again embarrassingly threadbare. You’ll get a bunch of new clothing items for Olaf, though aside from a few different hats and scarves, all of the buttons and gloves are lazy palette swaps, and completely the same in terms of design.
Making games for kids that are a shade gentler in the difficulty stakes is perfectly understandable, but it’s important not to confuse lack of difficulty with lack of content. Done properly, such games can bring their source material to life, or excite the player with vivid design, beautiful artwork or otherwise-engaging scenarios. No youngster will take anything useful away from Frozen: Olaf’s Quest however. There’s nothing relatable for fans of the film, and little enjoyment to be found in the painfully generic, made-to-order levels. What could have been a blockbuster is barely fit for the bargain bins, and thus it’s probably better to let it go.
And what of the replay value? Well, if you can stand to return, each level awards a star upon completion, an additional one for collecting every item in a stage, and another for finding all three flowers. It’s something to do at least, although the “rewards” that result from this are once again embarrassingly threadbare. You’ll get a bunch of new clothing items for Olaf, though aside from a few different hats and scarves, all of the buttons and gloves are lazy palette swaps, and completely the same in terms of design.
Making games for kids that are a shade gentler in the difficulty stakes is perfectly understandable, but it’s important not to confuse lack of difficulty with lack of content. Done properly, such games can bring their source material to life, or excite the player with vivid design, beautiful artwork or otherwise-engaging scenarios. No youngster will take anything useful away from Frozen: Olaf’s Quest however. There’s nothing relatable for fans of the film, and little enjoyment to be found in the painfully generic, made-to-order levels. What could have been a blockbuster is barely fit for the bargain bins, and thus it’s probably better to let it go.
VERDICT
Visual: 4/10
Audio: 3/10 Gameplay: 2/10 Longevity: 3/10 OVERALL: 3/10 |